var canvasHtml=`<canvas id="sakura" style="position: absolute; right: 0;bottom: 0;overflow: hidden; z-index: -999;"></canvas>
		<script id="sakura_point_vsh" type="x-shader/x_vertex">

			uniform mat4 uProjection;
    
    uniform mat4 uModelview;
    
    uniform vec3 uResolution;
    
    uniform vec3 uOffset;
    
    uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
    
    uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
    
    
    
    attribute vec3 aPosition;
    
    attribute vec3 aEuler;
    
    attribute vec2 aMisc; //x:size, y:fade
    
    
    
    varying vec3 pposition;
    
    varying float psize;
    
    varying float palpha;
    
    varying float pdist;
    
    
    
    //varying mat3 rotMat;
    
    varying vec3 normX;
    
    varying vec3 normY;
    
    varying vec3 normZ;
    
    varying vec3 normal;
    
    
    
    varying float diffuse;
    
    varying float specular;
    
    varying float rstop;
    
    varying float distancefade;
    
    
    
    void main(void) {
    
        // Projection is based on vertical angle
    
        vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
    
        gl_Position = uProjection * pos;
    
        gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
    
        
    
        pposition = pos.xyz;
    
        psize = aMisc.x;
    
        pdist = length(pos.xyz);
    
        palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
    
        
    
        vec3 elrsn = sin(aEuler);
    
        vec3 elrcs = cos(aEuler);
    
        mat3 rotx = mat3(
    
            1.0, 0.0, 0.0,
    
            0.0, elrcs.x, elrsn.x,
    
            0.0, -elrsn.x, elrcs.x
    
        );
    
        mat3 roty = mat3(
    
            elrcs.y, 0.0, -elrsn.y,
    
            0.0, 1.0, 0.0,
    
            elrsn.y, 0.0, elrcs.y
    
        );
    
        mat3 rotz = mat3(
    
            elrcs.z, elrsn.z, 0.0, 
    
            -elrsn.z, elrcs.z, 0.0,
    
            0.0, 0.0, 1.0
    
        );
    
        mat3 rotmat = rotx * roty * rotz;
    
        normal = rotmat[2];
    
        
    
        mat3 trrotm = mat3(
    
            rotmat[0][0], rotmat[1][0], rotmat[2][0],
    
            rotmat[0][1], rotmat[1][1], rotmat[2][1],
    
            rotmat[0][2], rotmat[1][2], rotmat[2][2]
    
        );
    
        normX = trrotm[0];
    
        normY = trrotm[1];
    
        normZ = trrotm[2];
    
        
    
        const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
    
        
    
        float tmpdfs = dot(lit, normal);
    
        if(tmpdfs < 0.0) {
    
            normal = -normal;
    
            tmpdfs = dot(lit, normal);
    
        }
    
        diffuse = 0.4 + tmpdfs;
    
        
    
        vec3 eyev = normalize(-pos.xyz);
    
        if(dot(eyev, normal) > 0.0) {
    
            vec3 hv = normalize(eyev + lit);
    
            specular = pow(max(dot(hv, normal), 0.0), 20.0);
    
        }
    
        else {
    
            specular = 0.0;
    
        }
    
        
    
        rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
    
        rstop = pow(rstop, 0.5);
    
        //-0.69315 = ln(0.5)
    
        distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
    
    }
    
    </script>
		<script id="sakura_point_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES
    
    //precision mediump float;
    
    precision highp float;
    
    #endif
    
    
    
    uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
    
    uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
    
    
    
    const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
    
    
    
    varying vec3 pposition;
    
    varying float psize;
    
    varying float palpha;
    
    varying float pdist;
    
    
    
    //varying mat3 rotMat;
    
    varying vec3 normX;
    
    varying vec3 normY;
    
    varying vec3 normZ;
    
    varying vec3 normal;
    
    
    
    varying float diffuse;
    
    varying float specular;
    
    varying float rstop;
    
    varying float distancefade;
    
    
    
    float ellipse(vec2 p, vec2 o, vec2 r) {
    
        vec2 lp = (p - o) / r;
    
        return length(lp) - 1.0;
    
    }
    
    
    
    void main(void) {
    
        vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
    
        vec3 d = vec3(0.0, 0.0, -1.0);
    
        float nd = normZ.z; //dot(-normZ, d);
    
        if(abs(nd) < 0.0001) discard;
    
        
    
        float np = dot(normZ, p);
    
        vec3 tp = p + d * np / nd;
    
        vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
    
        
    
        //angle = 15 degree
    
        const float flwrsn = 0.258819045102521;
    
        const float flwrcs = 0.965925826289068;
    
        mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
    
        vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
    
        
    
        float r;
    
        if(flwrp.x < 0.0) {
    
            r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
    
        }
    
        else {
    
            r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
    
        }
    
        
    
        if(r > rstop) discard;
    
        
    
        vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
    
        float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
    
        col *= vec3(1.0, grady, grady);
    
        col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
    
        col = col * diffuse + specular;
    
        
    
        col = mix(fadeCol, col, distancefade);
    
        
    
        float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
    
        alpha = smoothstep(0.0, 1.0, alpha) * palpha;
    
        
    
        gl_FragColor = vec4(col * 0.5, alpha);
    
    }
    
    </script>

		<script id="fx_common_vsh" type="x-shader/x_vertex">

			uniform vec3 uResolution;
    
    attribute vec2 aPosition;
    
    
    
    varying vec2 texCoord;
    
    varying vec2 screenCoord;
    
    
    
    void main(void) {
    
        gl_Position = vec4(aPosition, 0.0, 1.0);
    
        texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
    
        screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
    
    }
    
    </script>
		<script id="bg_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES
    
    //precision mediump float;
    
    precision highp float;
    
    #endif
    
    
    
    uniform vec2 uTimes;
    
    
    
    varying vec2 texCoord;
    
    varying vec2 screenCoord;
    
    
    
    void main(void) {
    
        vec3 col;
    
        float c;
    
        vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
    
        c = exp(-pow(length(tmpv) * 1.8, 2.0));
    
        col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
    
        gl_FragColor = vec4(col * 0.5, 1.0);
    
    }
    
    </script>
		<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES
    
    //precision mediump float;
    
    precision highp float;
    
    #endif
    
    uniform sampler2D uSrc;
    
    uniform vec2 uDelta;
    
    
    
    varying vec2 texCoord;
    
    varying vec2 screenCoord;
    
    
    
    void main(void) {
    
        vec4 col = texture2D(uSrc, texCoord);
    
        gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
    
    }
    
    </script>
		<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES
    
    //precision mediump float;
    
    precision highp float;
    
    #endif
    
    uniform sampler2D uSrc;
    
    uniform vec2 uDelta;
    
    uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
    
    
    
    varying vec2 texCoord;
    
    varying vec2 screenCoord;
    
    
    
    void main(void) {
    
        vec4 col = texture2D(uSrc, texCoord);
    
        col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
    
        col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
    
        col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
    
        col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
    
        gl_FragColor = col / 5.0;
    
    }
    
    </script>

		<script id="fx_common_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES
    
    //precision mediump float;
    
    precision highp float;
    
    #endif
    
    uniform sampler2D uSrc;
    
    uniform vec2 uDelta;
    
    
    
    varying vec2 texCoord;
    
    varying vec2 screenCoord;
    
    
    
    void main(void) {
    
        gl_FragColor = texture2D(uSrc, texCoord);
    
    }
    
    </script>

		<script id="pp_final_vsh" type="x-shader/x_vertex">

			uniform vec3 uResolution;
    
    attribute vec2 aPosition;
    
    varying vec2 texCoord;
    
    varying vec2 screenCoord;
    
    void main(void) {
    
        gl_Position = vec4(aPosition, 0.0, 1.0);
    
        texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
    
        screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
    
    }
    
    </script>
		<script id="pp_final_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES
    
    //precision mediump float;
    
    precision highp float;
    
    #endif
    
    uniform sampler2D uSrc;
    
    uniform sampler2D uBloom;
    
    uniform vec2 uDelta;
    
    varying vec2 texCoord;
    
    varying vec2 screenCoord;
    
    void main(void) {
    
        vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
    
        vec4 bloomcol = texture2D(uBloom, texCoord);
    
        vec4 col;
    
        col = srccol + bloomcol * (vec4(1.0) + srccol);
    
        col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
    
        col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
    
        
    
        gl_FragColor = vec4(col.rgb, 1.0);
    
        gl_FragColor.a = 1.0;
    
    }
    
    </script>

		<script>
			// Utilities

			var Vector3 = {};

			var Matrix44 = {};

			Vector3.create = function(x, y, z) {

				return {
					'x': x,
					'y': y,
					'z': z
				};

			};

			Vector3.dot = function(v0, v1) {

				return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;

			};

			Vector3.cross = function(v, v0, v1) {

				v.x = v0.y * v1.z - v0.z * v1.y;

				v.y = v0.z * v1.x - v0.x * v1.z;

				v.z = v0.x * v1.y - v0.y * v1.x;

			};

			Vector3.normalize = function(v) {

				var l = v.x * v.x + v.y * v.y + v.z * v.z;

				if (l > 0.00001) {

					l = 1.0 / Math.sqrt(l);

					v.x *= l;

					v.y *= l;

					v.z *= l;

				}

			};

			Vector3.arrayForm = function(v) {

				if (v.array) {

					v.array[0] = v.x;

					v.array[1] = v.y;

					v.array[2] = v.z;

				} else {

					v.array = new Float32Array([v.x, v.y, v.z]);

				}

				return v.array;

			};

			Matrix44.createIdentity = function() {

				return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);

			};

			Matrix44.loadProjection = function(m, aspect, vdeg, near, far) {

				var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;

				var w = h * aspect;



				m[0] = 2.0 * near / w;

				m[1] = 0.0;

				m[2] = 0.0;

				m[3] = 0.0;



				m[4] = 0.0;

				m[5] = 2.0 * near / h;

				m[6] = 0.0;

				m[7] = 0.0;



				m[8] = 0.0;

				m[9] = 0.0;

				m[10] = -(far + near) / (far - near);

				m[11] = -1.0;



				m[12] = 0.0;

				m[13] = 0.0;

				m[14] = -2.0 * far * near / (far - near);

				m[15] = 0.0;

			};

			Matrix44.loadLookAt = function(m, vpos, vlook, vup) {

				var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);

				Vector3.normalize(frontv);

				var sidev = Vector3.create(1.0, 0.0, 0.0);

				Vector3.cross(sidev, vup, frontv);

				Vector3.normalize(sidev);

				var topv = Vector3.create(1.0, 0.0, 0.0);

				Vector3.cross(topv, frontv, sidev);

				Vector3.normalize(topv);



				m[0] = sidev.x;

				m[1] = topv.x;

				m[2] = frontv.x;

				m[3] = 0.0;



				m[4] = sidev.y;

				m[5] = topv.y;

				m[6] = frontv.y;

				m[7] = 0.0;



				m[8] = sidev.z;

				m[9] = topv.z;

				m[10] = frontv.z;

				m[11] = 0.0;



				m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);

				m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);

				m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);

				m[15] = 1.0;

			};



			//

			var timeInfo = {

				'start': 0,
				'prev': 0, // Date

				'delta': 0,
				'elapsed': 0 // Number(sec)

			};



			//

			var gl;

			var renderSpec = {

				'width': 0,

				'height': 0,

				'aspect': 1,

				'array': new Float32Array(3),

				'halfWidth': 0,

				'halfHeight': 0,

				'halfArray': new Float32Array(3)

				// and some render targets. see setViewport()

			};

			renderSpec.setSize = function(w, h) {

				renderSpec.width = w;

				renderSpec.height = h;

				renderSpec.aspect = renderSpec.width / renderSpec.height;

				renderSpec.array[0] = renderSpec.width;

				renderSpec.array[1] = renderSpec.height;

				renderSpec.array[2] = renderSpec.aspect;



				renderSpec.halfWidth = Math.floor(w / 2);

				renderSpec.halfHeight = Math.floor(h / 2);

				renderSpec.halfArray[0] = renderSpec.halfWidth;

				renderSpec.halfArray[1] = renderSpec.halfHeight;

				renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;

			};



			function deleteRenderTarget(rt) {

				gl.deleteFramebuffer(rt.frameBuffer);

				gl.deleteRenderbuffer(rt.renderBuffer);

				gl.deleteTexture(rt.texture);

			}



			function createRenderTarget(w, h) {

				var ret = {

					'width': w,

					'height': h,

					'sizeArray': new Float32Array([w, h, w / h]),

					'dtxArray': new Float32Array([1.0 / w, 1.0 / h])

				};

				ret.frameBuffer = gl.createFramebuffer();

				ret.renderBuffer = gl.createRenderbuffer();

				ret.texture = gl.createTexture();



				gl.bindTexture(gl.TEXTURE_2D, ret.texture);

				gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

				gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

				gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

				gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

				gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);



				gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);

				gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);



				gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);

				gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);

				gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);



				gl.bindTexture(gl.TEXTURE_2D, null);

				gl.bindRenderbuffer(gl.RENDERBUFFER, null);

				gl.bindFramebuffer(gl.FRAMEBUFFER, null);



				return ret;

			}



			function compileShader(shtype, shsrc) {

				var retsh = gl.createShader(shtype);



				gl.shaderSource(retsh, shsrc);

				gl.compileShader(retsh);



				if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {

					var errlog = gl.getShaderInfoLog(retsh);

					gl.deleteShader(retsh);

					console.error(errlog);

					return null;

				}

				return retsh;

			}



			function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {

				var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);

				var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);



				if (vsh == null || fsh == null) {

					return null;

				}



				var prog = gl.createProgram();

				gl.attachShader(prog, vsh);

				gl.attachShader(prog, fsh);



				gl.deleteShader(vsh);

				gl.deleteShader(fsh);



				gl.linkProgram(prog);

				if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {

					var errlog = gl.getProgramInfoLog(prog);

					console.error(errlog);

					return null;

				}



				if (uniformlist) {

					prog.uniforms = {};

					for (var i = 0; i < uniformlist.length; i++) {

						prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);

					}

				}



				if (attrlist) {

					prog.attributes = {};

					for (var i = 0; i < attrlist.length; i++) {

						var attr = attrlist[i];

						prog.attributes[attr] = gl.getAttribLocation(prog, attr);

					}

				}



				return prog;

			}



			function useShader(prog) {

				gl.useProgram(prog);

				for (var attr in prog.attributes) {

					gl.enableVertexAttribArray(prog.attributes[attr]);;

				}

			}



			function unuseShader(prog) {

				for (var attr in prog.attributes) {

					gl.disableVertexAttribArray(prog.attributes[attr]);;

				}

				gl.useProgram(null);

			}



			/////

			var projection = {

				'angle': 60,

				'nearfar': new Float32Array([0.1, 100.0]),

				'matrix': Matrix44.createIdentity()

			};

			var camera = {

				'position': Vector3.create(0, 0, 100),

				'lookat': Vector3.create(0, 0, 0),

				'up': Vector3.create(0, 1, 0),

				'dof': Vector3.create(10.0, 4.0, 8.0),

				'matrix': Matrix44.createIdentity()

			};



			var pointFlower = {};

			var meshFlower = {};

			var sceneStandBy = false;



			var BlossomParticle = function() {

				this.velocity = new Array(3);

				this.rotation = new Array(3);

				this.position = new Array(3);

				this.euler = new Array(3);

				this.size = 1.0;

				this.alpha = 1.0;

				this.zkey = 0.0;

			};



			BlossomParticle.prototype.setVelocity = function(vx, vy, vz) {

				this.velocity[0] = vx;

				this.velocity[1] = vy;

				this.velocity[2] = vz;

			};



			BlossomParticle.prototype.setRotation = function(rx, ry, rz) {

				this.rotation[0] = rx;

				this.rotation[1] = ry;

				this.rotation[2] = rz;

			};



			BlossomParticle.prototype.setPosition = function(nx, ny, nz) {

				this.position[0] = nx;

				this.position[1] = ny;

				this.position[2] = nz;

			};



			BlossomParticle.prototype.setEulerAngles = function(rx, ry, rz) {

				this.euler[0] = rx;

				this.euler[1] = ry;

				this.euler[2] = rz;

			};



			BlossomParticle.prototype.setSize = function(s) {

				this.size = s;

			};



			BlossomParticle.prototype.update = function(dt, et) {

				this.position[0] += this.velocity[0] * dt;

				this.position[1] += this.velocity[1] * dt;

				this.position[2] += this.velocity[2] * dt;



				this.euler[0] += this.rotation[0] * dt;

				this.euler[1] += this.rotation[1] * dt;

				this.euler[2] += this.rotation[2] * dt;

			};



			function createPointFlowers() {

				// get point sizes

				var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);

				renderSpec.pointSize = {
					'min': prm[0],
					'max': prm[1]
				};



				var vtxsrc = document.getElementById("sakura_point_vsh").textContent;

				var frgsrc = document.getElementById("sakura_point_fsh").textContent;



				pointFlower.program = createShader(

					vtxsrc, frgsrc,

					['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],

					['aPosition', 'aEuler', 'aMisc']

				);



				useShader(pointFlower.program);

				pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);

				pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);



				// paramerters: velocity[3], rotate[3]

				pointFlower.numFlowers = 1600;

				pointFlower.particles = new Array(pointFlower.numFlowers);

				// vertex attributes {position[3], euler_xyz[3], size[1]}

				pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));

				pointFlower.positionArrayOffset = 0;

				pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;

				pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;



				pointFlower.buffer = gl.createBuffer();

				gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

				gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

				gl.bindBuffer(gl.ARRAY_BUFFER, null);



				unuseShader(pointFlower.program);



				for (var i = 0; i < pointFlower.numFlowers; i++) {

					pointFlower.particles[i] = new BlossomParticle();

				}

			}



			function initPointFlowers() {

				//area

				pointFlower.area = Vector3.create(20.0, 20.0, 20.0);

				pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;



				pointFlower.fader.x = 10.0; //env fade start

				pointFlower.fader.y = pointFlower.area.z; //env fade half

				pointFlower.fader.z = 0.1; //near fade start



				//particles

				var PI2 = Math.PI * 2.0;

				var tmpv3 = Vector3.create(0, 0, 0);

				var tmpv = 0;

				var symmetryrand = function() {
					return (Math.random() * 2.0 - 1.0);
				};

				for (var i = 0; i < pointFlower.numFlowers; i++) {

					var tmpprtcl = pointFlower.particles[i];



					//velocity

					tmpv3.x = symmetryrand() * 0.3 + 0.8;

					tmpv3.y = symmetryrand() * 0.2 - 1.0;

					tmpv3.z = symmetryrand() * 0.3 + 0.5;

					Vector3.normalize(tmpv3);

					tmpv = 2.0 + Math.random() * 1.0;

					tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);



					//rotation

					tmpprtcl.setRotation(

						symmetryrand() * PI2 * 0.5,

						symmetryrand() * PI2 * 0.5,

						symmetryrand() * PI2 * 0.5

					);



					//position

					tmpprtcl.setPosition(

						symmetryrand() * pointFlower.area.x,

						symmetryrand() * pointFlower.area.y,

						symmetryrand() * pointFlower.area.z

					);



					//euler

					tmpprtcl.setEulerAngles(

						Math.random() * Math.PI * 2.0,

						Math.random() * Math.PI * 2.0,

						Math.random() * Math.PI * 2.0

					);



					//size

					tmpprtcl.setSize(0.9 + Math.random() * 0.1);

				}

			}



			function renderPointFlowers() {

				//update

				var PI2 = Math.PI * 2.0;

				var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];

				var repeatPos = function(prt, cmp, limit) {

					if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {

						//out of area

						if (prt.position[cmp] > 0) {

							prt.position[cmp] -= limit * 2.0;

						} else {

							prt.position[cmp] += limit * 2.0;

						}

					}

				};

				var repeatEuler = function(prt, cmp) {

					prt.euler[cmp] = prt.euler[cmp] % PI2;

					if (prt.euler[cmp] < 0.0) {

						prt.euler[cmp] += PI2;

					}

				};



				for (var i = 0; i < pointFlower.numFlowers; i++) {

					var prtcl = pointFlower.particles[i];

					prtcl.update(timeInfo.delta, timeInfo.elapsed);

					repeatPos(prtcl, 0, pointFlower.area.x);

					repeatPos(prtcl, 1, pointFlower.area.y);

					repeatPos(prtcl, 2, pointFlower.area.z);

					repeatEuler(prtcl, 0);

					repeatEuler(prtcl, 1);

					repeatEuler(prtcl, 2);



					prtcl.alpha = 1.0; //(pointFlower.area.z - prtcl.position[2]) * 0.5;



					prtcl.zkey = (camera.matrix[2] * prtcl.position[0]

						+
						camera.matrix[6] * prtcl.position[1]

						+
						camera.matrix[10] * prtcl.position[2]

						+
						camera.matrix[14]);

				}



				// sort

				pointFlower.particles.sort(function(p0, p1) {
					return p0.zkey - p1.zkey;
				});



				// update data

				var ipos = pointFlower.positionArrayOffset;

				var ieuler = pointFlower.eulerArrayOffset;

				var imisc = pointFlower.miscArrayOffset;

				for (var i = 0; i < pointFlower.numFlowers; i++) {

					var prtcl = pointFlower.particles[i];

					pointFlower.dataArray[ipos] = prtcl.position[0];

					pointFlower.dataArray[ipos + 1] = prtcl.position[1];

					pointFlower.dataArray[ipos + 2] = prtcl.position[2];

					ipos += 3;

					pointFlower.dataArray[ieuler] = prtcl.euler[0];

					pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];

					pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];

					ieuler += 3;

					pointFlower.dataArray[imisc] = prtcl.size;

					pointFlower.dataArray[imisc + 1] = prtcl.alpha;

					imisc += 2;

				}



				//draw

				gl.enable(gl.BLEND);

				//gl.disable(gl.DEPTH_TEST);

				gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);



				var prog = pointFlower.program;

				useShader(prog);



				gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);

				gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);

				gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

				gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));

				gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));



				gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

				gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);



				gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset *
					Float32Array.BYTES_PER_ELEMENT);

				gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);

				gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);



				// doubler

				for (var i = 1; i < 2; i++) {

					var zpos = i * -2.0;

					pointFlower.offset[0] = pointFlower.area.x * -1.0;

					pointFlower.offset[1] = pointFlower.area.y * -1.0;

					pointFlower.offset[2] = pointFlower.area.z * zpos;

					gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

					gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



					pointFlower.offset[0] = pointFlower.area.x * -1.0;

					pointFlower.offset[1] = pointFlower.area.y * 1.0;

					pointFlower.offset[2] = pointFlower.area.z * zpos;

					gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

					gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



					pointFlower.offset[0] = pointFlower.area.x * 1.0;

					pointFlower.offset[1] = pointFlower.area.y * -1.0;

					pointFlower.offset[2] = pointFlower.area.z * zpos;

					gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

					gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



					pointFlower.offset[0] = pointFlower.area.x * 1.0;

					pointFlower.offset[1] = pointFlower.area.y * 1.0;

					pointFlower.offset[2] = pointFlower.area.z * zpos;

					gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

					gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

				}



				//main

				pointFlower.offset[0] = 0.0;

				pointFlower.offset[1] = 0.0;

				pointFlower.offset[2] = 0.0;

				gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

				gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



				gl.bindBuffer(gl.ARRAY_BUFFER, null);

				unuseShader(prog);



				gl.enable(gl.DEPTH_TEST);

				gl.disable(gl.BLEND);

			}



			// effects

			//common util

			function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {

				var ret = {};

				var unifs = ['uResolution', 'uSrc', 'uDelta'];

				if (exunifs) {

					unifs = unifs.concat(exunifs);

				}

				var attrs = ['aPosition'];

				if (exattrs) {

					attrs = attrs.concat(exattrs);

				}



				ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);

				useShader(ret.program);



				ret.dataArray = new Float32Array([

					-1.0, -1.0,

					1.0, -1.0,

					-1.0, 1.0,

					1.0, 1.0

				]);

				ret.buffer = gl.createBuffer();

				gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);

				gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);



				gl.bindBuffer(gl.ARRAY_BUFFER, null);

				unuseShader(ret.program);



				return ret;

			}



			// basic usage

			// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize

			// gl.uniform**(...); //additional uniforms

			// drawEffect()

			// unuseEffect(prog)

			// TEXTURE0 makes src

			function useEffect(fxobj, srctex) {

				var prog = fxobj.program;

				useShader(prog);

				gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);



				if (srctex != null) {

					gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);

					gl.uniform1i(prog.uniforms.uSrc, 0);



					gl.activeTexture(gl.TEXTURE0);

					gl.bindTexture(gl.TEXTURE_2D, srctex.texture);

				}

			}

			function drawEffect(fxobj) {

				gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);

				gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);

				gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

			}

			function unuseEffect(fxobj) {

				unuseShader(fxobj.program);

			}



			var effectLib = {};

			function createEffectLib() {



				var vtxsrc, frgsrc;

				//common

				var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;



				//background

				frgsrc = document.getElementById("bg_fsh").textContent;

				effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);



				// make brightpixels buffer

				frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;

				effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);



				// direction blur

				frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;

				effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);



				//final composite

				vtxsrc = document.getElementById("pp_final_vsh").textContent;

				frgsrc = document.getElementById("pp_final_fsh").textContent;

				effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);

			}



			// background

			function createBackground() {

				//console.log("create background");

			}

			function initBackground() {

				//console.log("init background");

			}

			function renderBackground() {

				gl.disable(gl.DEPTH_TEST);



				useEffect(effectLib.sceneBg, null);

				gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);

				drawEffect(effectLib.sceneBg);

				unuseEffect(effectLib.sceneBg);



				gl.enable(gl.DEPTH_TEST);

			}



			// post process

			var postProcess = {};

			function createPostProcess() {

				//console.log("create post process");

			}

			function initPostProcess() {

				//console.log("init post process");

			}



			function renderPostProcess() {

				gl.enable(gl.TEXTURE_2D);

				gl.disable(gl.DEPTH_TEST);

				var bindRT = function(rt, isclear) {

					gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);

					gl.viewport(0, 0, rt.width, rt.height);

					if (isclear) {

						gl.clearColor(0, 0, 0, 0);

						gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

					}

				};



				//make bright buff

				bindRT(renderSpec.wHalfRT0, true);

				useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);

				drawEffect(effectLib.mkBrightBuf);

				unuseEffect(effectLib.mkBrightBuf);



				// make bloom

				for (var i = 0; i < 2; i++) {

					var p = 1.5 + 1 * i;

					var s = 2.0 + 1 * i;

					bindRT(renderSpec.wHalfRT1, true);

					useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);

					gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);

					drawEffect(effectLib.dirBlur);

					unuseEffect(effectLib.dirBlur);



					bindRT(renderSpec.wHalfRT0, true);

					useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);

					gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);

					drawEffect(effectLib.dirBlur);

					unuseEffect(effectLib.dirBlur);

				}



				//display

				gl.bindFramebuffer(gl.FRAMEBUFFER, null);

				gl.viewport(0, 0, renderSpec.width, renderSpec.height);

				gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



				useEffect(effectLib.finalComp, renderSpec.mainRT);

				gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);

				gl.activeTexture(gl.TEXTURE1);

				gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);

				drawEffect(effectLib.finalComp);

				unuseEffect(effectLib.finalComp);



				gl.enable(gl.DEPTH_TEST);

			}



			/////

			var SceneEnv = {};

			function createScene() {

				createEffectLib();

				createBackground();

				createPointFlowers();

				createPostProcess();

				sceneStandBy = true;

			}

			function initScene() {

				initBackground();

				initPointFlowers();

				initPostProcess();



				//camera.position.z = 17.320508;

				camera.position.z = pointFlower.area.z + projection.nearfar[0];

				projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;

				Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[
					1]);

			}



			function renderScene() {

				//draw

				Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);



				gl.enable(gl.DEPTH_TEST);



				//gl.bindFramebuffer(gl.FRAMEBUFFER, null);

				gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);

				gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);

				gl.clearColor(0.005, 0, 0.05, 0);

				gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



				renderBackground();

				renderPointFlowers();

				renderPostProcess();

			}



			/////

			function onResize(e) {

				makeCanvasFullScreen(document.getElementById("sakura"));

				setViewports();

				if (sceneStandBy) {

					initScene();

				}

			}



			function setViewports() {

				renderSpec.setSize(gl.canvas.width, gl.canvas.height);



				gl.clearColor(0.2, 0.2, 0.5, 1.0);

				gl.viewport(0, 0, renderSpec.width, renderSpec.height);



				var rtfunc = function(rtname, rtw, rth) {

					var rt = renderSpec[rtname];

					if (rt) deleteRenderTarget(rt);

					renderSpec[rtname] = createRenderTarget(rtw, rth);

				};

				rtfunc('mainRT', renderSpec.width, renderSpec.height);

				rtfunc('wFullRT0', renderSpec.width, renderSpec.height);

				rtfunc('wFullRT1', renderSpec.width, renderSpec.height);

				rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);

				rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);

			}



			function render() {

				renderScene();

			}



			var animating = true;

			function toggleAnimation(elm) {

				animating ^= true;

				if (animating) animate();

				if (elm) {

					elm.innerHTML = animating ? "Stop" : "Start";

				}

			}



			function stepAnimation() {

				if (!animating) animate();

			}



			function animate() {

				var curdate = new Date();

				timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;

				timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;

				timeInfo.prev = curdate;



				if (animating) requestAnimationFrame(animate);

				render();

			}



			function makeCanvasFullScreen(canvas) {

				var b = document.body;

				var d = document.documentElement;

				fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);

				fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);

				canvas.width = fullw;

				canvas.height = fullh;

			}



			window.addEventListener('load', function(e) {

				var canvas = document.getElementById("sakura");

				try {

					makeCanvasFullScreen(canvas);

					gl = canvas.getContext('experimental-webgl');

				} catch (e) {

					alert("WebGL not supported." + e);

					console.error(e);

					return;

				}



				window.addEventListener('resize', onResize);



				setViewports();

				createScene();

				initScene();



				timeInfo.start = new Date();

				timeInfo.prev = timeInfo.start;

				animate();

			});



			//set window.requestAnimationFrame

			(function(w, r) {

				w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function(c) {
					w.setTimeout(c, 1000 / 60);
				};

			})(window, 'equestAnimationFrame');
		</script>

`;
$('body').append(canvasHtml);



